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1 Virtual Valcamonica: Collaborative Exploration of Prehistoric Petroglyphs and Their Surrounding Environment in Multi-User Virtual Reality Alexander Kulik, André Kunert, Stephan Beck, Carl-Feofan Matthes, Andre Schollmeyer, Adrian Kreskowski, Bernd Fröhlich Virtual Reality and Visualization Research Group at Bauhaus-Universität Weimar Bauhausstraße 11, 99423 Weimar, Germany <first name>.<last name>@uni-weimar.de Sue Cobb, Mirabelle D’Cruz Human Factors Research Group, University of Nottingham, UK <first name>.<last name>@nottingham.ac.uk

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Virtual Valcamonica: Collaborative Exploration of Prehistoric

Petroglyphs and Their Surrounding Environment in Multi-User

Virtual Reality

Alexander Kulik, André Kunert, Stephan Beck, Carl-Feofan Matthes, Andre

Schollmeyer, Adrian Kreskowski, Bernd Fröhlich

Virtual Reality and Visualization Research Group at Bauhaus-Universität Weimar

Bauhausstraße 11, 99423 Weimar, Germany

<first name>.<last name>@uni-weimar.de

Sue Cobb, Mirabelle D’Cruz

Human Factors Research Group, University of Nottingham, UK

<first name>.<last name>@nottingham.ac.uk

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Abstract

In this paper, we present a novel, multi-user, virtual reality environment for the interactive,

collaborative 3D analysis of large 3D scans and the technical advancements that were

necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable

display infrastructure and a suite of collaborative 3D interaction techniques. The cultural

heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as

an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail

rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14

billion points at interactive frame rates.

The system design in this exemplar application results from close exchange with a small

group of potential users: archaeologists with expertise in rock-art and allows them to explore

the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated

interaction techniques was developed to facilitate collaborative visual analysis. A

multi-display workspace supports the immediate comparison of geographically distributed

artifacts. An expert review of the final demonstrator confirmed the potential for added value in

rock-art research and the usability of our collaborative interaction techniques.

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Virtual Valcamonica: Collaborative Exploration of PrehistoricPetroglyphs and Their Surrounding Environment in Multi-User

Virtual Reality

Introduction

The advancements of 3D scanning technologies over the last decade have made it

possible to acquire highly precise 3D models of cultural heritage sites and their exhibits. In

many cases, however, the visualization of isolated virtual objects captured from a cultural

heritage site, lacks important information provided by the surrounding context in which the

artifact was created or placed and thus denies the user rich information that would enhance

their understanding and interpretation of cultural heritage. We developed the necessary

technology and infrastructure to present 3D scanned artifacts and their surrounding as a

coherent and freely explorable virtual environment for groups of researchers or museum

visitors.

A multi-disciplinary team of researchers comprising archaeologists, computer scientists,

engineers, scanning and human factors experts worked together as part of the 3D-Pitoti project

to address the challenges of acquisition, processing and presentation of 3D archaeological

data, focusing on prehistoric rock art in Valcamonica, Italy1. This paper describes a novel,

multi-user, virtual reality (VR) system that allows users to collaboratively explore and analyze

large 3D scans of prehistoric rock art and their environmental context (Figure 1). This

includes a novel real-time rendering technique for the visualization of large 3D point-cloud

models in multi-user virtual reality. Our point-based rendering system supports the interactive

visualization of cultural heritage sites and their surroundings with hundreds of gigabytes or

even terabytes of data, despite limited resources in terms of bandwidth, video memory and

main memory.

Fig. 1

here

Fig. 1

hereOur contributions can be summarized as follows:

1 http://www.3d-pitoti.eu, http://cordis.europa.eu/result/rcn/182986_en.html

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• An output-sensitive, real-time rendering system for the interactive presentation of very

large 3D point cloud data in collocated multi-user virtual reality.

• A unique multi-user 3D visualization infrastructure consisting of multiple shared

displays

• A suite of 3D interaction techniques for the collaborative analysis of large 3D scanning

data

Based on these technical developments, we co-designed with archaeologists a collaborative,

virtual-reality workspace: the 3D-Pitoti Scientists’ Lab. Our experimental implementation of

the envisioned system allows users to immediately share perspectives, test each other’s

hypotheses, and present evidence directly in the jointly perceived 3D model. An evaluation

was conducted via a qualitative user study with five domain experts and found high levels of

reported usability and usefulness of our technology developments for archaeological research.

Related Work

3D modeling, laser-scanning, LiDAR, and photogrammetry introduced valuable novel

survey methods for archaeological research (Chapman, Baldwin, Moulden, & Lobb, 2013;

Thwaites, 2013). The digital data enables broad accessibility and offers novel opportunities

for analysis (Olson, Placchetti, Quartermaine, & Killebrew, 2013; Soler, Melero, & Luzón,

2017), preservation (Kim, Kesavadas, & Paley, 2006), virtual reconstruction (White, 2013),

and simulation (Ch’ng & Gaffney, 2013). Prior work has also shown that interactive displays

of such digital 3D models can provide more appealing ways for museum visitors to engage

with cultural heritage (Bruno et al., 2010). In particular, Di Franco et al. reported that people

appreciate the exploration of ancient artifacts through direct manipulation (Di Franco,

Camporesi, Galeazzi, & Kallmann, 2015). Moreover, such virtual museums are interactive

archives that offer new ways to accumulate and disseminate scientific knowledge (Kim et al.,

2006).

Prominent examples include visualization of landscapes (Chase et al., 2011), lost

cities (Henderson, Pizarro, Johnson-Roberson, & Mahon, 2013), ancient buildings (Pierdicca,

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Frontoni, Malinverni, Colosi, & Orazi, 2016), prehistoric objects (Grosman, Smikt, &

Smilansky, 2008), and virtual models of inaccessible artifacts such as sunken ships (Barreau et

al., 2015; Reunanen, Díaz, & Horttana, 2015). Domingo et al. showed the benefits of 3D

recording techniques in combination with 2D tracings for the documentation of Levantine

rock art in Spain (Domingo, Villaverde, López-Montalvo, Lerma, & Cabrelles, 2013). The

scanning, reconstruction and display of single objects can often be achieved with readily

available technologies (Olson et al., 2013; Pavlidis, Koutsoudis, Arnaoutoglou, Tsioukas, &

Chamzas, 2007; Webel, Olbrich, Franke, & Keil, 2013), but context information is often

missing. Bruno et al. therefore suggested to incorporate contextual information through

additional videos, pictures, music and 3D animations (Bruno et al., 2010). As an alternative to

such a collection of different media we suggest the presentation of detail scans embedded

within their environmental context and support for simultaneous presentation of multiple

detail scans to faciliate their immediate comparison. This required the development of

multi-scale 3D acquisition methods (Alexander, Pinz, & Reinbacher, 2015) and novel

interactive visualization techniques.

Rock Art Research in Valcamonica

Valcamonica rock-art is spread over an entire valley of about 70 kilometers length in the

Lombardy region of Italy (Figure 2). It is the largest collection of prehistoric rock engravings

(petroglyphs) in Europe with an estimate of over 300,000 individual artworks on more than

2,000 natural rock surfaces (Smith, 2014, pp. 7583-7587). The time of their creation spans

from around 3500BC to the late Middle Ages (Marretta, 2013). More than two-thirds of the

petroglyphs are attributed to the Iron Age (Anati, 1961). This wealth of European cultural

heritage provides autobiographical stories from Europe’s ancient past and its cultural

importance was recognized by the award in 1979 of Valcamonica as a UNESCO World

Heritage site.

Fig. 2

here

Fig. 2

hereMost of the engravings show abstractions of people (e.g. warriors, farmers, dancers),

animals (e.g. deers, dogs, birds), and objects (e.g. maps, letters, crosses, keys) (Figure 3). The

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locals call them Pitoti which means "little puppet" in the Camuni dialect (Chippindale &

Baker, 2012). Traditional archaeological methods for capturing this data include

drawing, rubbing (frottage), casts and tracing (Anati, 1977). However, these methods of

data capture can be time consuming and difficult, also because some rock art panels are

located in quite inaccessible locations.

Much of the interpretation of Valcamonica rock art is based on theories of meaning of

the pictorial ‘stories’ represented by the collection of images on individual rock panels. These

theories include the development of humanity’s religious ideas, sensibilities, and

rituals (Anati, 1961, 1976, 1977; Anati & Cittadini, 1994), e.g., the initiation of male

aristocratic warriors during the Iron Age and separate male and female ritual spheres during

the Bronze Age (A. Fossati, 1991; A. E. Fossati, 2008).

Other interpretations consider the significance of the location, given that the valley is

between two mountains of around 2,500 m in height (Pizzo Badile Camuno and La

Concarena, Figure 2). Under certain atmospheric conditions, the valley has a “corona effect”

which supports the view that it was regarded as a sacred place (Priuli, 1985). More recent

research has emphasized the variation in imagery found in different places across the valley.

Marretta noted that different types of bird image were found in distinct spatial distributions

while Alexander observed that motifs appear in distinct groupings in different

locations (Alexander, 2011; Marretta, 2007). Such exploration is important because prior

research assumed that all variation in the Pitoti was diachronic (occurring across time)

whereas the presence of spatial patterns as described above suggests that at least some

variation is also synchronic (occurring at the same time but across space).

Fig. 3

here

Fig. 3

hereHowever, traditional methods of data capture and cataloguing can make it difficult to

identify relevant characteristics and similarities in rock-art imagery occurring in different

locations. Tracings show the figures as if they were flat and clearly visible. A photo shows the

appearance only for a single viewpoint and the lighting conditions present at the time that the

photo was taken. The actual visibility of the petroglyphs, however, is dynamic. Many of the

figures can only be seen with incident light from a very shallow angle (e.g. during dusk or

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dawn) that reveals the small images through cast shadows (Figure 3 c). This dynamic

appearance is potentially a relevant feature which might indicate how and when the Camuni

people used the artworks to tell their stories.

Interpretation of the rock engravings based on their visual representation alone fails to

take account of contextual features of their environment. For example, it can be expected that

the curvature of the rock surfaces played a role in their selection for a particular artwork.

Moreover, individual Pitoti differ substantially in their 3D structure as they have been hand

carved by different artists, on different rocks, in different periods of time.

Furthermore, the petroglyphs are not evenly distributed over all rock panels in the

valley. Instead, they are concentrated on a few specific sites. These clusters and their spatial

relations can be demonstrated with overview maps and detail views, but it is a very different

experience to perceive the ancient art galleries from an egocentric perspective, embedded in

the surrounding landscape with the figures pecked into uneven rock panels.

Large Multi-Resolution 3D Scanning Data

Our project partners acquired a 3D model of the Valcamonica rock art and its natural

environment using various 3D scanning technologies. The model was composed of many

individual 3D scans that differ in their size, resolution, surface properties and scanning

methods (Alexander et al., 2015). More specifically, the data was acquired at three different

scale levels (Figure 4):

Large-scale scans were acquired for the valley overview and cover up to some square

kilometers with a resolution of about 10 cm. Structure-from-Motion (SfM) reconstruction

methods were applied to derive the model from aerial photography with an ultralight aircraft.

The resulting 3D model of the valley serves as a geographical reference for orientation and

navigation between the sites of interest.

Medium-scale scans of rock panels typically cover several square meters with a

resolution between 2 and 8 mm. They were acquired with terrestrial laser scanners or derived

from aerial photography with unmanned aerial vehicles (UAV). The scans of the rock panels

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enable a realistic appearance of the direct environment of the Pitoti when exploring the ancient

artworks at original size.

Small-scale scans of the individual Pitoti figures with an accuracy of about 0.1 mm were

captured with structured-light scanning and SfM-methods. The high resolution allows a

detailed inspection of the rock art by means of magnification. Such close-up views can reveal

geometric features that would be hardly visible for the human eye on site.

The visualization of the Pitoti and their surroundings required the integration of all

scanned models into a coherent virtual environment. However, the differently scaled models

cannot be simply merged. Ambiguities, where multiple scans overlap, have to be resolved.

Moreover, different acquisition techniques and changing lighting conditions between different

scans result in color differences that should be adjusted. In this paper, however, we focus on

the visualization and interaction challenges.

Fig. 4

here

Fig. 4

hereRequirements Analysis

The 3D model of Valcamonica and its rock art enables the visualization and analysis of

the prehistoric artifacts at any time and any location. However, the changing context of its

presentation affects the viewer’s perception and interpretation. We therefore aimed to retain

the realistic appearance of the artworks embedded in their natural surroundings. The

interactive display system still creates a perceptual context of its own, but at least the actual

geographic context can be perceived correctly and taken into consideration for the

archaeological analysis and interpretation. Besides this fundamental feature, the technology

must also offer relevant interactive functionalities for archaeological research tasks. We

believe that this includes support for immediate exchange and collaboration with others.

Consequently, our developments were informed by general groupware usability requirements

as described in the literature and more specific functional requirements that were gathered

from early test users.

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Groupware Requirements

One of the primary requirements for collaborative interaction is mutual awareness

among participants. Gutwin and Greenberg defined the concept of workspace awareness with

three main aspects: 1. the presence, identity and authorship of participants (who), 2. the

involved artifacts, actions and intentions (what), and 3. the location, gaze, view and reach of

users (where) (Gutwin & Greenberg, 2002). Their concept also entails the history of artifacts

and events (how and when). Besides intentional communication through words and gestures,

they also identified more implicit modes of information exchange in real-world settings, e.g.,

through the observation of each other’s activity (consequential communication) and the

multisensory feedthrough that results from the manipulation of artefacts (e.g. sounds).

Baker, Greenberg, and Gutwin (2002) specified more concrete groupware usability

heuristics. Their demand to support intentional verbal and gestural communication, but also

consequential communication of the participants’ embodiments and their shared artefacts,

reflects the concept of workspace awareness. They also emphasized the necessity of enabling

continual transitions between tightly and loosely-coupled collaboration as well as protection

from mutual interference. In real-world settings, this behavior often results in the emergence

of separate territories for private interaction and mutual exchange (Scott, Sheelagh,

Carpendale, & Inkpen, 2004). Not least, Baker et al. noted that groupware should support

mutual coordination of actions as well as informal encounters and spontaneous collaboration.

Besides workspace awareness, collaborative systems should thus offer opportunities to assume

complementary roles (Benford et al., 2000).

From this and other related work, we derived three core topics for the design of

collaborative systems to comply with the above mentioned requirements and to enable

effective cooperative interaction: Workspace Coherence, Emergent Territoriality, and

Complementary Capabilities (Kulik, 2016). The spatiotemporal coherence of the shared

workspace supports mutual awareness. Support for emergent territoriality facilitates mutual

coordination with minimal interference and encourages frequent transitions between tightly

and loosely coupled collaboration. A diversity of available tools and interaction techniques

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with complementary functionality facilitates the coordination of concurrent activities and

mutual support.

Specific User Requirements

To inform our understanding of end-user requirements, we pursued a user centered

design process that involved rock-art archaeologists throughout the research project. In the

early stages a two-day workshop identified the archaeologists’ requirements and how they

would want to use the envisioned 3D-Pitoti Scientists’ Lab. The participants comprised a team

of 12 experts in either rock art and/or landscape archeology: five who were involved in the

3D-Pitoti project and seven external participants. The presented technologies included

experimental 3D projection displays for single and multiple users, a 2D multi-touch display

and fundamental 3D interaction techniques. The participants provided feedback on each

demonstrator and were then asked to discuss how they would want to use such data and

technology for their archaelogical research. The feedback provided rich information from

which two use case scenarios were derived together with a list requirements for the technology

developers. Key requirements are discussed below.

Requirements for rock art details. The archeologists stressed the importance of

shared perception of the scanned petroglyphs in order to discuss their findings and viewpoints.

They appreciated the possibility of scaling the artworks for a better perception of the

geometric details and requested support to frequently adjust both the scaling of, and the

viewing distance to, the analyzed data. This included the desire for a virtual magnifying glass,

as used in fieldwork to focus on particular features, while keeping the surrounding context.

Direct control over the lighting conditions was also mentioned as a requirement together with

an explanation of the corresponding fieldwork methods including mirrors, shades and

flashlights. The archeologists also requested the means to directly compare scanned 3D

surfaces from different locations in the valley and potentially also from other rock art sites

around the world. To similar ends, they wanted the system to include data of other modalities,

e.g. photos, tracings and descriptions. The importance of photorealistic appearance was

stated, but the archeologists also asked for more abstract visualization options (including

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color-coded depth and curvature maps as well as cross section views). Among those, they

were particularly fascinated by the possibility to view the surfaces from “inside the rock”.

Requirements for large scale environments. The archeologists stated that the

possibility for rapid scaling and view navigation was even more important for larger 3D

datasets, e.g. landscapes. However, during the experimental sessions with the VR

demonstrators, several among them commented that they lost their sense of scale during the

virtual navigation. A virtual sliding scale was therefore strongly requested to convey the

relative size of the displayed data. Two different types of navigation were desired: Continuous

motion according a ‘flying’ metaphor was deemed necessary to experience spatial relations in

the virtual environment; and discrete transitions, e.g., to switch between life-size egocentric

viewpoints, for example to conduct a viewshed analysis. With regard to the controlled lighting

conditions, they requested a sunlight simulation that reflects the actual geographic location

and can be specified in terms of date and time.

General Requests. Several listed requirements were common to both use cases or

required similar technical developments. Among those, a predominant request of our

participants was to have data interfaces to and from the virtual environments for analysis. For

example, they wanted to add data from heterogeneous sources for scientific comparison in the

immersive setting. In the other direction, they asked for possibilities to export views and

insights from the virtual exploration to other media that can be more easily shared with

colleagues, e.g. images for inclusion in published articles. Many further requests were directly

related to information management and databank access embedded in the virtual environment.

Most fundamentally, they wanted to be able to query and display the locations and densities of

different artworks. Moreover, access to information related to individual artworks and

environmental features was requested. This included information about the types of rock and

vegetation but, more importantly, the available scientific information about particular types of

figures and their artistic styles. Ideally, machine learning techniques could be used to

automatically segment human artwork from natural traces and classify the different styles of

their creation. Some participants that were keen on quantitative and statistical methods, asked

for the functionalities provided by their established GIS packages.

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The 3D-Pitoti Scientists’ Lab

The specified user requirements were incorporated into the 3D-Pitoti Scientists’ Lab to

provide a prototypical visualization infrastructure for the collaborative exploration and

analysis of large and complex 3D scanning data such as the Valcamonica rock-art. (Figure 1).

Its core elements are two multi-user 3D displays, a real-time rendering system for large 3D

point clouds, and a suite of 3D interaction techniques for collaborative 3D data analysis.

Multi-User 3D Displays

We consider the coherence of the collaborative interaction space to be the most

fundamental requirement. If all involved users can see themselves as well as everybody else

and perceive also the shared virtual environment corresponding to their physical viewpoint,

workspace awareness can be achieved based on implicit cues (Gutwin & Greenberg, 2002).

Therefore, we built our setup on multi-user projection technology (Kulik et al., 2011). Our

projectors are running at 360 Hz such that six different views can be displayed within a 60 Hz

frame. Up to six stereo views can be achieved by combining two of these projectors and

adding passive channel separation through polarization filters. Our prototype system supports

three users with individual stereo views at two synchronized 3D displays, a tabletop display of

size 1.13m x 0.85m and a large vertical display (powerwall) of size 4.3m x 2.7m.

Multiple Displays and Viewing Windows

Our set-up involves two physical screens and additional virtual viewing

windows (Figure 1). The devices complement each other’s functionality with different

affordances and provide many opportunities for users to work partially in private interaction

territories inside a shared interaction space. The tabletop display, for example, supports

allocentric overviews of a miniaturized virtual environment, while the larger powerwall

enables an immersive egocentric perspective of the scene at original scale.

Our virtual viewing windows are 3D portals to different locations in the scene. They can

be used alone or by subgroups of users. Our implementation follows the earlier suggested

metaphor of photography to capture and show distant locations (Kunert, Kulik, Beck, &

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Fröhlich, 2014). The mobile and dynamic 3D views shown in a Photoportal allow users to

search individually for interesting perspectives. New navigation targets can then be shown to

others and even entered through the portal by the whole group.

Real-time Rendering of Large 3D Scanning Data in Multi-user Virtual Reality

The interactive, stereoscopic visualization of the Valcamonica valley and its rock-art for

a group of archaeologists posed several challenges to the underlying rendering system. The

3D scans need to be visualized in real-time for multiple observer perspectives and with an

authentic appearance on high-resolution 3D displays. This requires an output-sensitive

rendering system which means that only visible parts of the scene should be rendered and the

model fidelity should adapt to the current camera view and screen resolution.

Scanned data sets frequently come in the form of point clouds where each sample

features a color or a radiometric material component. Commonly, mesh reconstruction

approaches (e.g. Bradley, Boubekeur, & Heidrich, 2008; Kazhdan & Hoppe, 2013) are used to

represent scanned data sets in a more compact, closed and convenient form. However, these

approaches typically substitute some of the originally acquired geometric information by

textures. Moreover, mesh reconstruction is a costly process that, depending on the size of the

data set, can take days to compute.

Our goal was to preserve as much geometric detail of our data sets as possible and to

maintain the precise measurements taken during acquisition. Since each sample of the point

cloud is already associated with a position and color information, meshing the point cloud

would introduce unnecessary memory overhead and processing time. In some cases, e.g. the

woodland of the valley, we even found that 3D point clouds provide a more authentic visual

appearance than meshed representations.

Large Multi-scale 3D Scenes

The size of the Valcamonica scanning data sums up to hundreds of gigabyte. The model

contains 14 billion 3D points which can neither be processed in real-time nor stored on current

graphics hardware. Moreover, rendering all points may result in massive overdraw with

disturbing aliasing artifacts. Thus, the visualization requires an output-sensitive approach that

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prepares the data to be displayed at an appropriate geometrical resolution which

approximately matches the resolution of the physical display.

Therefore, we employ state-of-the-art level-of-detail (LOD) data structures (Goswami,

Erol, Mukhi, Pajarola, & Gobbetti, 2013; Goswami, Zhang, Pajarola, & Gobbetti, 2010) to

reduce the amount of data used for rendering. In an offline pre-process, our data sets are

simplified and organized hierarchically using kd-tree space partitioning data structures. At

run-time, we adaptively select and update cuts through these hierarchies using a

view-dependent level-of-detail selection scheme inspired by (Carmona & Froehlich, 2011).

This approach facilitates the restriction of the resident data to the parts of the scene that are

within the viewing frustum. Our out-of-core data management is based on a two-level cache

hierarchy, designed to stream the required parts of the scene on demand from external

memories (e.g. network or SSD) to the graphics memory.

Appearance-preserving Simplification

The inner nodes of our level-of-detail hierarchies contain simplified representations of

the original data. When investigated at differing levels of detail, the visual appearance of the

model should be preserved and never change abruptly. Therefore, we require the output of the

simplification algorithm to represent the surface characteristics of the finer representations as

accurately as possible.

A number of simplification strategies for point-based data have been proposed (Alexa et

al., 2001; Goswami et al., 2013, 2010; Pauly, Gross, & Kobbelt, 2002). However, we found

few of them well-suited for scanned data sets as we need to maintain a uniform point

distribution for the interior nodes of the LOD-hierarchies to preserve the visual appearance. In

our case, only hierarchical clustering (Pauly et al., 2002) and normal deviation

clustering (Goswami et al., 2013) worked well. In particular, we observed that normal

deviation clustering outperformed other simplification strategies, because the employment of a

regular grid tends to preserve uniform point distributions and the normal deviation criterion

leads to a preservation of geometric features.

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Point Cloud Rendering

In our system, the 3D points are rendered as oriented, circular shapes also referred to as

surfels (Pfister, Zwicker, van Baar, & Gross, 2000). For visual fidelity, overlapping surfels can

be blended smoothly during rendering using Gaussian weighting (Botsch, Hornung, Zwicker,

& Kobbelt, 2005). Although surfels are not interconnected, blended surfels result in a surface

approximation if appropriate radii and normals are either known or computed. However, the

estimation of appropriate surfel radii is rather intricate as the position, orientation and shape of

the surfels need to be considered. If radii are overestimated, many surfels overlap

unnecessarily and the number of fragments projected onto a pixel may become a bottleneck.

On the other hand, an underestimation of radii may lead to holes in the surface. Therefore,

radii need to be computed such that the surface appears to be watertight, but with minimum

overlap between surfels. As a solution, we compute the natural neighbors for any given surfel

and assign half the distance to the farthest neighbor as radius. For uniformly-sampled point

clouds, this approach provides for closed surface appearance with a minimum overlap

between points. If the data set contains outliers or the points are not evenly distributed over

the scanned surface, we recommend to employ an intermediate supersampling of the point

cloud to regularize point distribution and improve rendering performance.

3D Interaction Techniques

The visual analysis of large 3D data sets requires appropriate interaction tools and

techniques. Collaborative systems based on immersive 3D visualization such as the 3D-Pitoti

Scientists’ Lab open a large design space for novel developments in that regard. This includes

adaptations of many established analysis methods, e.g., from geographical information

systems (GIS), for application in the novel environment. Our research, so far, has focused on

enabling technologies and exemplary interaction techniques that demonstrate the potentials of

collaborative and immersive 3D visualization. Some examples are described in the following

sections

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Ray-based Interaction with large 3D Point Clouds

Pointing with a virtual ray is one of the most fundamental 3D input techniques. It is

generally used for the selection of objects and locations as well as for coarse object

manipulation. In the 3D-Pitoti Scientists’ Lab we use ray pointers for the placement of

reference points in the scene, for measurements, and to define 3D surface regions for

illustrative visualization of their geometric characteristics (Figure 8 c). These techniques are

based on intersection tests of a virtual ray with the displayed geometry. Also navigation

techniques can build on such intersection tests, e.g. to measure the distance to the virtual

ground level and maintain it during locomotion.

Our large 3D point cloud data requires specialized intersection tests to this end. The

geometry, represented through surfels, is not completely watertight, and therefore small gaps

and discontinuities may result in poor intersection quality. Due to the level-of-detail

hierarchies and out-of-core data management for large scenes, the geometry data residing in

RAM depends on the current configuration of views. The interaction techniques, however, and

in particular ground following navigation, require robust intersection tests also with geometry

that might be located outside of the viewing frustum.

We exploit the level-of-detail data hierarchy to accelerate intersections. Only the finest

nodes whose associated geometry information is present in the main memory are considered

for intersection tests with the contained surfels. All planes defined by the set of surfels are

intersected and the result closest to any center of these surfels is chosen. This ensures robust

intersections, despite small holes in the surface representation. If the available level of detail is

too coarse, because the intersection area is out of view, we resort to the boundary volumes of

our level-of-detail hierarchy which always resides in main memory. In these cases, we traverse

the hierarchies down to the leaf level in order to obtain more accurate intersection results.

Point clouds of 3D-scanned surfaces are inherently noisy. Therefore, the above

described intersection method results in depth deviations between intersection tests at directly

adjacent locations – even in case of an originally flat surface. For some techniques, such as

ground-following navigation, the average intersection value of multiple rays thus offers a

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better approximation of the actual surface. Our bundle pick technique, therefore, performs

intersection tests with 8 to 16 rays in parallel and fits a plane through the resulting 3D points.

Multi-scale Group Navigation

Group navigation is a predominant example for the specific interaction design

requirements of collaborative systems. The group wants to navigate together, but all

participants may have different ideas where to go next. Therefore, all users must have access

to provide group navigation input. User actions in this regard must be clearly visible and

foster negotiation, even interference, if necessary. The group navigation input must be applied

smoothly and the resulting change of location must be comprehensible for everybody

involved.

Egocentric Group Navigation. Our large vertical screen, affords an immersive

experience of the displayed content from an egocentric perspective. When navigating through

the scene, all participants are moved together in order to maintain workspace coherence. The

virtual locomotion is controlled with a centrally accessible group navigation device. It offers

seven degrees of freedom (DOF) for 3D rotation, translation and uniform scaling. The

physical presence of the large device and the operating user fosters awareness (Figure 5). Its

operation can be combined with other input actions to facilitate group navigation. We use a

3D pointer, for example, to redefine the center of view rotation and scaling. Per default we

scale and rotate around the large 3D trackball of the group navigation-device, but this

transformation center can be set anywhere in the virtual environment (Figure 5 a).

Fig. 5

here

Fig. 5

hereSuch scaling around subsequently specified reference locations is an efficient method

for multiscale navigation in large virtual environments. Decreasing the size of the

environment provides overview for the selection of the next target location. The

miniaturization also brings it into reach, where it remains during magnification. Accurate

view positioning requires only small maneuvering movements thereafter. Collaborators

usually distribute the operations of navigation and pointing input among two participants.

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We also implemented automatic scale adjustments during virtual navigation similar to

earlier proposed techniques for stereoscopic 3D environments (e.g. Argelaguet & Maignant,

2016; Carvalho, Trindade, Dam, Raposo, & d. Santos, 2011; Cho, Li, & Wartell, 2017). More

specifically, we use a cubemap to encode distances between the navigating user and the

environment (McCrae, Mordatch, Glueck, & Khan, 2009) and adjust motion velocity as well

as scaling in such a way that the surrounding environment remains in a reasonable depth range

for accurate and unimpaired stereo perception2. This allows users to focus on translation and

rotation input for steering through the virtual environment, while an appropriate scale is

automatically specified. Moving closer to a specific detail, increases its size, while moving

away improves overview through miniaturization.

The technique works well for single users when the scaling center is set to the user’s

head position. Scaling the environment around the center between both eyes is the inverse

operation to changing the virtual eye separation. In case of group navigation, however, there is

no ideal transformation center for automatic scaling. It can be set between both eyes of the

operating user or to the group navigation device centrally in front of the shared display.

However, the further a user is away from this reference position the more irritating is the

resulting motion flow of scaling. We found that group navigation through a landscape

environment such as virtual Valcamonica is more comfortable and effective through explicit

scaling around subsequently specified target locations as described above even though it is

more laborious.

Allocentric Scene Exploration. On the tabletop display we offer the same 7-DOF

navigation functionality through multi-touch input. Compared to the controller-based

navigation on the large powerwall, the touch table affords different views and exploration

paths. Changing the view towards the displayed 3D content on the tabletop follows the

metaphor of object manipulation. The top-down view affirms the perception of moving a

miniature environment with one’s hands. Consequently, 3D navigation on the tabletop does

not induce the visual perception of self motion which would be in conflict with vestibular cues

of standing still in front of the tabletop (as known from more immersive displays). We

2 The depth range depends on the type and size of display.

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observed that most users prefer the table to search for interesting locations in the 3D map

visualization of virtual Valcamonica.

This preference may also be related to the intuitive and approachable multitouch

navigation. Our implementation largely corresponds to touch gestures for 2D rotation, scale,

and translation (RST) as known from mobile touch devices. The main difference is that

scaling can only be performed with a two-handed pinch gesture (Figure 6 b). We constrained

this functionality to facilitate data exploration at constant scale. One-handed input can only

induce planar rotation and translation. Following the touch recognition approach of

Ewerling et al. (Ewerling, Kulik, & Froehlich, 2012), we associate all touch inputs on our

tabletop device with the corresponding hands.

Another benefit of multitouch input for multiscale 3D navigation is that the center of

rotation and scaling is implicitly defined and does not require additional input. Similar

to De la Rivière et al. (2010), we select reference positions on the 3D model through

intersection with rays that extend through the centers of the operating hands in orthogonal

direction to the touched display. The closest intersection point to the display is chosen as the

transformation center (Figure 6).

The established RST gesture set supports only four degrees of freedom while seven need

to be controlled for multiscale 3D navigation. We therefore introduced additional gestures for

adjustments of height and full 3D rotation. Earlier suggested gestures for vertical translation

generally correspond to the pinch-zoom gesture which we apply for scaling (Hancock, ten

Cate, & Carpendale, 2009; Strothoff, Valkov, & Hinrichs, 2011). Similarly, the tilting part of

suggested 3D rotation gestures closely resembles 2D translation input (Cohé & Hachet, 2012;

Herrlich, Walther-Franks, & Malaka, 2011; Liu, Au, Fu, & Tai, 2012; Martinet, Casiez, &

Grisoni, 2010). With a series of user studies, we identified subtle differences that support

automatic differentiation between these different types of input. In short, we analyze

movement symmetry to distinguish scaling (symmetric) from vertical translation (asymmetric)

and we consider the number of involved fingers to distinguish planar transformations with one

hand from 3D rotation input with a two-finger precision grasp (Figure 6).

Fig. 6

here

Fig. 6

here

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Photoportals

Our system presents 3D scans of prehistoric petroglyphs embedded in a model of the

surrounding environment. This is an important feature for archaeological analysis and

interpretation, since the actual artworks are immovably bound to the places of their creation.

Movable records such as photos and tracings facilitate the detailed analysis and the

comparison of individual figures, but show the captured art in isolation from its spatial context.

In the virtual model of Valcamonica, individual Pitoti could be separated from the

surrounding and moved as desired, but this would contradict the requirement to view the art in

context. Instead, we implemented the Photoportals technique of Kunert et al. (2014). This

technique follows the metaphor of photography to create and exchange specific views, but, the

virtual Photoportals are dynamic 3D views that can always be adapted and that support

different perspectives, e.g., at the surrounding of a captured detail (Figure 7).

Sharing perspectives can be highly relevant to achieve mutual understanding, in

particular if certain objects and interrelations can only be seen from specific viewpoints.

Photoportals allow users to capture the respective views and immediately show them to others.

They implicitly also serve as a cutting plane to reveal occluded geometry and create

cross-section views (Figure 7 b). This facilitates group discussion of areas and views that

cannot be reached comfortably with group navigation techniques.

Photoportals establish direct spatial links to different locations in the scene, that serve as

visual references, but also, they can be used for navigation. We implemented two techniques to

enter selected locations. Individual users can simply put their head through the Photoportal to

better perceive the scene on the other side of the virtual window (Figure 7 c). Teleporting the

whole group to this location means to replace the view of the shared physical display with that

of the Photoportal. Correspondingly, we increase the size of the virtual window until it covers

the whole screen. This procedure can be applied to both physical 3D displays individually.

Fig. 7

here

Fig. 7

here

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Virtual Illumination and Illustrative Visualization

The Pitoti figures can be best seen with incident light from a shallow angle as it occurs

during the “magic hours” of dawn and sunset. The shadows in the deeper regions of the

petroglyphs increase the visual contrast and their movement seems to animate the figures. The

archaeologists reported that they use artificial light sources to achieve the best possible

appearance of these artworks in Valcamonica (Figure 3 c). In the 3D-Pitoti Scientists’ Lab we

implemented a virtual torch that enables the same visual effects in virtual reality with the

additional possibility to adapt visual material properties (Figure 8 b). This functionality,

similar as described by Di Franco et al. (2015), in combination with the possibility to remove

texture and increase the perceived size of the figures allows a much better analysis of their

geometric structure. The virtual torch works across all viewing contexts, i.e., the powerwall,

the tabletop and the Photoportals.

Computer supported visualization offers many more options to emphasize the subtle

artworks pecked into the rock surfaces (Lawonn, Trostmann, Preim, & Hildebrandt, 2017).

We implemented exemplary visualization techniques for color-coded illustrations of relative

surface depth and its gradient. These can be applied to selected surface areas to facilitate

comparisons between peck marks (Figure 8 c). Moreover, we use color overlays to highlight

regions that have been manually or automatically classified as anthropogenic

traces (Zeppelzauer et al., 2015) (Figure 8 d).

Fig. 8

here

Fig. 8

hereMulti-Window 3D Interaction

The availability of multiple physical and virtual 3D viewing windows allows users to

simultaneously explore different aspects of a 3D scene and compare them. Navigating through

the virtual environment with one display does not affect the view provided by others, hence

subgroups of users can explore different aspects of the scene separately. The efficiency and

fluency of group interaction can benefit from such temporary phases of divergence. Users can

explore the same data from different perspectives and later present their individual insights to

others.

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Despite the different views, users expect seamless 3D interaction across all collocated

displays (Figure 9). This requires concurrent representations of users and interaction devices

for each separate display. Any user input in the physical workspace must be considered for

interaction with the scene sections shown on each of the involved displays.

We developed a multi-context 3D interaction framework that implements and manages

these concurrent user inputs based on tool-specific heuristics for the selection of active

contexts. Photoportals, for example, must be visible on all collocated displays simultaneously,

while their view capturing and teleportation functionality can only apply to a single context at

a time. This allows users to capture a view on one display and apply it to another (Figure 9 a).

The effect of a handheld virtual light source, instead, should be applied to all contexts in reach,

to enable the comparison of distant Pitoti figures under similar lighting conditions (Figure 9 b).

Fig. 9

here

Fig. 9

hereEvaluation

We evaluated the technical performance of our rendering system as well as the usability

of the end-to-end visualization system. The performance and visual quality of the real-time

rendering technology was quantified for an exemplary multiscale 3D navigation path. The

overall usefulness and usability of the 3D-Pitoti Scientists Lab was evaluated qualitatively by

five domain experts using the system for one or two days.

Rendering Performance and Discussion

Fig. 10

here

Fig. 10

hereThe evaluation of rendering performance and quality was conducted on an Intel Xeon

CPU with 6 cores at 3.5 GHz, 128 GB main memory along with a Nvidia Titan X graphics

card with 12 GB video memory and a screen resolution of 1920x1080. Our data set of the

Valcamonica valley covers a real-world extent of more than 1.5 kilometers and has a total size

of more than 400 GB. The model consists of about 14 billion points – the large-scale scans of

the valley amount to 10 billion points while the detailed scans of rocks and rock-art amount to

4 billion points.

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Figure 10 shows a performance test of our rendering system. The measurements were

taken while navigating from a medium-range overview of the valley to a close-up view of a

single rock-art engraving. During this navigation, the draw time varies between 10 ms for the

overview and about 40 ms for the close-up. For all views, the performance allows for an

interactive exploration of the model. The chosen level-of-detail representation used for

rendering varies between 2 and 8 million points and is only a small fraction compared to the

total number of 14 billion points. For the valley view, fewer points are drawn because of the

comparably low scanning resolution. In general, the number of rendered points remains quite

constant and mostly depends on the screen resolution because of the output-sensitive

level-of-detail selection.

In general, a naïve implementation of stereoscopic rendering increases the draw times

by a factor of two since only the cut update of the multi-resolution representation can be

shared between the left and right eye view. However, there are various approaches that achieve

similar frame rates also for stereoscopic rendering. First, parallel rendering of both eyes can be

achieved by using one dedicated graphics device for each eye and each individual user. In this

case, the stereoscopic display of the resulting image pairs requires a synchronized frame swap.

Secondly, preliminary tests have shown that latest image-warping techniques (Schollmeyer,

Schneegans, Beck, Steed, & Froehlich, 2017) can be used to produce stereoscopic views with

only little overhead. For static 3D scans, the potential visual artefacts remain unnoticeable by

most users. Furthermore, the latest graphics hardware is capable of reducing the overhead of

geometry processing by generating stereo views based on horizontal disparities. This works

well for head-mounted displays, however, for projection-based virtual reality, its use is rather

limited because asymmetric view frusta and arbitrary head rotations are not accounted for.

Finally, we evaluated the image error introduced by using a level-of-detail

representation. Image differences were measured using the structural similarity (SSIM)

method (Wang, Bovik, Sheikh, & Simoncelli, 2004) because its results match better with the

human visual perception. Figure 11 shows an image comparison between a level-of-detail

rendering and ground truth. For generating the ground-truth image, the highest available detail

was rendered in high resolution in order to prevent aliasing artifacts and then downsampled to

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match the resolution used for comparison. The results show that the level-of-detail rendering

often reaches a very high similarity with only about 10%-25% of the geometry costs

compared to the ground truth views. For the views of the rock (Figure 11 d) and a close-up of

a Pitoti (Figure 11 a), the high image similarities (SSIM=0.9823, SSIM=0.9877) indicate that

the difference is hardly noticeable by the human eye. The lower spatial resolution of the valley

scan (Figure 11 g) leads to a moderate amount of visual artefacts caused by the simplification

algorithm used to build the level-of-detail hierarchies. However, these artefacts are hardly

avoidable due to the high frequencies in the forest areas.

Fig. 11

here

Fig. 11

hereExpert Review

We invited five archaeologists (25-64 years, two female) to evaluate our collaborative

3D visualization lab. Two of them were part of the project and also involved in the

requirements analysis. The other three experienced the system for the first time. All five

participants had extensive knowledge of rock art. The experiments were organized in two

sessions, one with two participants lasting a single day and another one with three participants

lasting two days. The participants were invited based on their individual interest in using the

technology and were not paid for taking part in the study.

We started both sessions with a hands-on introduction to the system and its

functionalities. It took about half an hour per participant to operate each feature of the system

at least once. Thereafter we discussed the specific archaeological interests of each participant

and how the system could be used in this context. We agreed to explore corresponding

research questions in an unstructured collaboration and finally capture a presentation of the

findings on video (using a video camera with a dedicated 3D-tracked view of the displayed 3D

scene). As a result, the participants were motivated to use the system for their own benefits

and evaluate its usefulness on this basis. Extracts from these videos have been submitted with

this paper.

During breaks between the operation of the system we conducted unstructured group

interviews about the relevance and usability of particular system features. We asked the

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participants to take home a questionnaire regarding the usefulness and usability of the system

including a system usability scale (SUS) (Brooke, 1996) and return their responses on the next

day after they had some time of reflection over their experience with the system. In the

following sections we report on the results concerning only the particular functionalities of

our visualization system

Interview Results. During the interviews all participants strongly agreed on the

general usefulness of interactive immersive 3D visualizations as provided by the system.

When asked how they would use such system in their own research, they expressed its value

for presenting the data and exploring it with a very realistic appearance at any time and any

place. The specific usefulness for the geometrical analysis, of superimpositions of multiple

petroglyphs for example, was mentioned. Considering that such analysis can also be

accomplished with alternative 2D visualization techniques such as section views and depth

maps, the participants emphasized the advantage of seeing such additional information

directly applied to the actual 3D geometry, which supports cross validation of the information.

One participant highlighted the benefits of experiencing the scanned sites and the peck marks

in relation to her own body. The immersive 3D environment enables the exploration from

perspectives that resemble the process of approaching the physical location.

The archaeologists agreed that collaboration support was one of the fundamentally

relevant features of the system, since it facilitated mutual exchange about opinions and

perceived geometrical characteristics. One participant mentioned that this feature would be

even more powerful if the involved collaborators could also be located remotely and meet via

telepresence technologies at the scanned site.

The tabletop was considered more appropriate for collaborative analysis and

discussions, while the powerwall was considered useful to gather individual impressions of

the environment or give presentations to others. Standing around the tabletop device

facilitated face-to-face communication about the data and the multitouch input was

immediately and equally accessible to all involved users. This observation is in line with

earlier research by Rogers and Lindley, who found that shared horizontal displays can support

higher awareness and more frequent changes of roles than vertical ones (Rogers & Lindley,

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2004). The powerwall allowed only for one controlling user at a time who had to be standing

at the group navigation device. Thus, the handover of navigation control was also easier and

faster with the tabletop.

Our domain experts appreciated the virtual 3D viewing windows (Photoportals). They

found this feature helpful and easy to use, in particular to capture, adapt and exchange

secondary views for the comparison of different figures in different locations. Photoportals

were also used to create section views, although the participants reported that this usage would

benefit from higher manipulation accuracy. The unconstrained 3D placement of cutting planes

was challenging. They also asked for the possibility to organize Photoportals like virtual

post-it notes on the projection screens. The functionality to directly enter a captured location

was considered easy to understand and use, however, our implementation did not require

explicit group agreement which led to a few unexpected location changes for others.

When asked about the multi-context functionality, e.g., using the virtual flashlight across

displays, our experts agreed that this corresponded to their expectation. They had difficulties

to imagine a different behavior, i.e. that tools would change their mode or state or affect the

scene only in one of the 3D views. They also appreciated the portability of virtual displays

between physical ones and requested extensions to their own mobile devices in order to take

captured views from an analysis session home as 2D snapshots.

Usability ratings. The mean score obtained from the system usability scale was 85

with a standard deviation of 7.42. This result, clearly above the average value of 68, reflects

that all our testers learned to operate the complex multi-display 3D interaction system3.

The archaeological experts had received an introduction to the technology before arrival

at our lab using text, photos and also video clips. We provided this information to trigger their

interest. Therefore, our questionnaire also asked the participants to compare the actual

experience with their initial expectations. On a scale from 1 (much worse than I expected) to 7

(much better than I expected), three participants rated 6, one user rated 5 and one rated his

experience as 7. They explained their positive responses with the effective integration of the

3 http://www.measuringu.com/sus.php

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tabletop display and the powerwall, as well as the different tools in general. Also the system

responsiveness and its support for collaboration were highly appreciated in the comments.

Further positive factors included the large range of interaction possibilities. One user

said: “As an experiential set of devices, it is fantastic. There is simply a strong element of

’enjoyability’ in vicariously experiencing the landscape and art in a 3D environment. The

interface also promotes group engagement which trumps other systems such as the Oculus

Rift in that respect.” Their comments also indicated that the very positive evaluation did not

only reflect their experience with our test system, but that it was influenced by their

expectations of a potential future product based on our developments.

Discussion

3D scanning and interactive 3D data visualization have become established methods for

data recording and exchange in archaeology (Chapman et al., 2013). In this project we

realized a novel approach for the interactive collaborative exploration of 3D scanned rock art

in a coherent multi-scale virtual environment. An expert review of our experimental

implementation approved it as a viable extension of traditional rock-art research methods.

While the virtual environment cannot replace the original place with its atmosphere and aura,

it offers other benefits for archaeological research, including; better accessibility, controlled

environment variables, and easier exchange with other researchers.

The experimental system was co-designed with archaeologists and many of their

requested functionalities were implemented, e.g., to support controlled lighting, magnification,

and augmented data visualization. We also integrated early results of computer supported data

interpretation with machine learning techniques (Zeppelzauer et al., 2015). The developed

methods for visual analysis mimic those used by archaeologists in the field, but under

controlled conditions. For example, Photoportals can be used like a magnification lens. The

virtual flashlight allows the immediate exploration of dynamic lighting effects on the rock art.

Similar features have been implemented in other virtual representations of cultural heritage to

permit an enhanced or perception of surface qualities (Di Franco et al., 2015). In our case, the

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dynamic appearance of the illuminated rock art is considered an essential feature of the art and

thus forms part of the interpretation of rock art scenes (Chippindale & Baker, 2012).

A particular feature well received by our participants is that all actions taken whilst

exploring the virtual environment, including the visual effects and perceptions can be recorded

and fully reproduced at any time. This matters for 3D digital cultural heritage applications as

it has been noted that “There is no specialized software for CH professionals to document

their work in 3D.” (Soler et al., 2017, p.49), and our system offers some potential in this

respect. However we did not implement all features in our demonstrator system that research

scientists considered would be needed. For example, our archaeologists also requested

specific functionalities such as a spatiotemporally correct simulation of sunlight in the valley,

or options to export the extracted information to other systems for analysis and presentation.

This highlights the need to support functional extensions and interfaces to other sources of

data and processing methods, e.g., geographical information systems (GIS), 3D modeling and

animation software, and statistics software.

During an extensive evaluation, our rock-art experts expressed their appreciation for the

possibilities and showed how they could use the system to convey their knowledge and their

interpretations of the prehistoric art to others. Our review panel also reported that

visualization features offered by the 3D-Pitoti Scientists’ Lab, could add great value to their

research since they allow them to interrogate the data in ways that are not possible or easy

using traditional methods. One example is magnification, which permits new types of enquiry

regarding the artwork. High resolution magnified visualization reveals details of the way in

which the figure was created: individual peck marks can be measured and information gleaned

about the tool used and force applied to each peck. Potentially, this could allow archaeologists

to identify the pecking styles of individual artists. Photoportals enable further for comparison

of artworks located at different sites across the valley as they allow the researcher to ‘carry’

the petroglyphs around the virtual valley, while maintaining their individual spatial context.

The system presented and tested so far builds on custom technologies that are not

readily available to the archaeological research community. The integration of the presented

collaborative visualization and interaction capabilities with existing ecosystems of analytical

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software and research databases (e.g. Soler et al., 2017) is a prime topic for future

developments. As an alternative to the large multi-user 3D projection systems, VR-headsets

should be considered. However, we believe that this approach complicates the collaborative

data exploration as a head-mounted display obscures the perception of one’s own body and the

presence of others, which in turn affects visual perception, collaboration and mutual

awareness. Real-time 3D scanning technologies as developed for telepresence applications

could ameliorate this shortcoming (Beck, Kunert, Kulik, & Froehlich, 2013; Dou et al., 2016;

Maimone & Fuchs, 2011).

Conclusion and future work

We presented a novel end-to-end system for the collaborative visual analysis of

extremely large 3D scanning data in multi-user virtual reality. Our developments contribute

conceptual and technical solutions to the involved challenges of appearance-preserving

real-time rendering and collaborative 3D interaction. Our technologies were successfully

integrated in a prototypical visualization infrastructure for collaborative 3D data analysis. A

technical evaluation and a usability study with domain experts confirmed expected benefits of

the system components and the system as a whole.

We are currently working on further improvements of our technologies, e.g., to support

faster rendering at higher image resolution, but also to extend the range of interactive

functionalities for visual analysis. We aim to further leverage the possibilities of collaborative

interaction in that regard. We are also planning to integrate our novel facilities for visual 3D

data analysis with established research methods and workflows in the cultural heritage

domain. The very next step is the adaptation of our systems to support the exploration of other

large-scale cultural heritage data like reconstructed historical architecture, cities and

landscapes. Several concrete challenges towards these goals can already be estimated.

Faster image generation for higher-resolution displays and potentially more complex

data requires more efficient rendering techniques. We will consider the triangulation of the

scanning data where appropriate, but we are also working on improved techniques to omit the

rendering of occluded parts of the scene.

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On the side of the user interface and collaborative interaction techniques, we are

currently working on a sensible integration of head-mounted displays that are a more readily

available alternative to multi-user 3D projection technology. However, we believe that

meaningful 3D data exploration and effective collaboration builds on the veridical perception

of others and one’s own body in relation to the virtual environment. Using head-mounted

displays, therefore, requires rich 3D avatar representations of all involved users.

This relates to current work towards remote collaboration. The foundational

technologies for group-to-group 3D telepresence are available (Beck et al., 2013; Dou et al.,

2016; Fairchild et al., 2017; Maimone & Fuchs, 2011). However, simultaneous real-time

rendering of 3D video avatars and extremely large 3D scanning data at high visual quality

remains challenging. Moreover, novel interface developments are necessary to support

workspace awareness and the coordination of collaborative work with remote participants in

large scale virtual environments.

We believe that the collaborative visual analysis of 3D scanning data in a social virtual

reality has a huge potential to advance research and education methods in archaeology and

related academic disciplines.

ACKNOWLEDGMENTS

The research leading to these results has received funding from the EC FP7 project

3D-PITOTI (ICT-2011-600545). Our work was also supported by the German Federal

Ministry of Education and Research (BMBF) under grant 031PT704X (project Big Data

Analytics). We thank the participants of our workshops and studies, the members of the

3D-Pitoti project consortium, and the members and students of the Virtual Reality and

Visualization Research group at Bauhaus-Universität Weimar

(http://www.uni-weimar.de/medien/vr. This paper is dedicated to our dear

colleague and friend Sally Shalloe who sadly died during the 3D-Pitoti project. We are

indebted to Sally for her significant contribution to this work. ).

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Figure 1. The 3D-Pitoti Scientists’ Lab involves a large vertical multi-user 3D display

(powerwall) and a multi-touch enabled multi-user 3D tabletop display. We use both displays

for different subtasks of the data exploration. Handheld virtual 3D displays, called

Photoportals, provide additional access points for individual or collaborative interaction with

the data.

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Ceto

Paisco

Cerveno

Capo di Ponte

Sellero

Paspardo

Ono San Pietro

Cedegolo

Nadro

Novelle

Pescarzo

Cemmo

Bade�o

Dosso di Grevo(1168)

Pizzo BadileCamuno(2434)

Cima dellaBaccheta

(2549)

Cima Sfandita(2124)

Dosso Saret(2035)

Cima di Tanerle(2194)

Cima dei Ladrinai(2400)

Pizzo degli Ori(1663)

Monte Vaccio(2338)

Monte Adamone(1640)

Cima Bruciata(2018)

Cima Vaga(2391)

Sella Nani(1633)

Monte Colombè(2133)

Pizzo Garzeto(2088)

Il Cornone(1941)

2 km

Figure 2. Valcamonica in the Lombardy region of Italy contains the largest collection of

prehistoric rock art in Europe. The pink regions in the detail callout indicate major rock art

sites (mapping from Alexander, 2011). The rock art panels are surrounded by impressive

mountains. Pizze Badile Camuno (2,434 m) is located in the southeast. La Concarena in the

southwest incorporates three summits: Cima della Bacchetta (2,549 m), Cima dei Ladrinai

(2,403 m), and Monte Vaccio (2,338 m).

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(a)

(b) (c)

Figure 3. Rock engravings in the Valcamonica valley (a). In many cases, the petroglyphs are

barely visible (b) and incident sunlight or artificial light sources (c) are necessary to reveal

them.

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(a) The 3D model of Valcamonica

covers a real-world extent of 1.5 ki-

lometers and consists of more than

14 billion scanned points.

(b) The rock-art site Seradina 12C

in the valley and detailed scans of

some exemplary artworks amount

to 4 billion points.

(c) Detail view of a deer figure at

Seradina 12C. The petroglyphs are

difficult to perceive and analyze,

since the peck marks are only a few

millimeters in size.

Figure 4. The multi-resolution model of virtual Valcamonica ranges from an overview of the

entire valley (a), over medium-scale rocks (b) to detailed scans at submillimeter scale (c). To

convey an impression of this multi-scale dataset, the approximate position of (b) and (c) are

marked with white squares.

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(a) (b)

Figure 5. A centrally placed group input-device allows to navigate the shared interaction

space through the virtual environment with seven degrees of freedom (3D rotation, 3D

translation, and uniform scaling). While one user operates the device, another one can define

suitable reference points for rotation and scaling with a ray pointer (a). The device is equipped

with two 3D joysticks and a 3D trackball (b) Each joystick enables 3D translation and head

rotation. In combination they support uniform scaling too.

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(a) (b) (c) (d)

(e)

Figure 6. The tabletop enables 3D multiscale navigation with multitouch input. Two-handed

input gestures on the display surface directly map to 2D transformations (a&b). In our case,

scaling is only available with two-handed input (b). The pinch between both hands can also

operates vertical translation, if applied asymmetrically (c). We also take into account the

number of fingers per hand: one finger does not change the scene, but it controls a virtual ray

to indicate features behind the screen (d), one-handed input with two spread fingers operates

full 3D rotation (e), and one hand with more than two fingers operates translation (a).

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(a)

(b) (c)

Figure 7. Photoportals build on the metaphor of photography to create additional virtual

viewports. They can be used, for example, to compare views of distant locations (a), to create

cross section views (b), or as a navigation window to remote place in the virtual environment

(c).

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(a) plain (b) torch (c) height map

(d) segmentation masks

Figure 8. Two users are discussing the differences between natural and anthropogenic traces

on the rock surface. They use pointing and tracing gestures to indicate, the structures they are

referring to. Some of the petroglyphs are hardly visible in the plain 3D model (a). Virtual

illumination emphasizes the pecked 3D structures (b). The surface geometry can be further

emphasized with illustrative visualization techniques, e.g. a height map (c). If segmentation

masks are available, they can be used to highlight the artwork (d).

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(a) (b)

Figure 9. The 3D-Pitoti Scientists’ Lab offers multiple independent 3D viewing windows,

e.g., to explore different locations and scales of the same scene in parallel. We create a

coherent 3D interaction space between these different virtual interaction contexts. This allows,

for example, to capture views at one physical display and move it over to another one using a

Photoportal (a). Also pointing rays and virtual light sources consistently appear and are

applied across multiple displays and contexts (b).

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0

2

4

6

8

0

20

40

60

mil

lio

ns

ms

t

points rendered

draw time

(a) (b) (d)(c)

Figure 10. This Figure shows the performance of our rendering system for a medium- to

close-range navigation. The vertical lines correspond to the views shown above. Starting from

an overview of the rock-art site Seradina Rock 12C (a), we navigate towards the rock panel (b,

c) and stop with a close-up of a single Pitoti(d). The draw time (blue) varies between 10 ms to

40 ms depending on the current view and the number of points (shown as gray line) in the

corresponding level-of-detail representation.

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(a) Ground truth (10.1M points) (b) LOD (1.7M points,

SSIM=0.9823)

(c) Inverted Difference

(d) Ground truth (31.3M points) (e) LOD (4.1M points,

SSIM=0.9877)

(f) Inverted Difference

(g) Ground truth (32.2M points) (h) LOD (8.7M points,

SSIM=0.9338)

(i) Inverted Difference

Figure 11. These images show the result of our output-sensitive rendering compared to ground

truth along with the inverted image differences. For all views, the LOD representation contains

considerably fewer points, but in most cases the image difference is almost imperceptible. The

image error is higher for the valley (g-i) because the simplification algorithm used for LOD

generation does not deal well with high-frequency and noisy scanning data.